Warm-upRed light, green light7 min
- Five dribblers across the baseline, five waiting. On "go", dribble as fast as you can toward the coach. On "stop", stop the feet but keep dribbling. First to half-way wins; waiting group goes next. Right hand, then left.
- Moving on "stop" or losing the dribble sends you back three big steps.
- Theme link: stopping without losing the dribble is the half of change of pace most kids can't do yet.
Block 1Stop and counter7 min
- Adds: a hand change at the stop, so the restart is with the other hand.
- Same calls. On "stop", switch hands with a between-the-legs dribble, then wait for "go". Later: crossover or behind the back, player's choice.
- Progress when: the switch happens without the feet moving and the ball stays below the waist.
- Regress if: players lose the ball on the switch. Go back to stop-and-hold for one length.
- Cues (questions): "Was your first step after 'go' a big one?" "Where were your eyes at the stop?"
Block 2Fast to slow on a signal10 min
- Adds: a visual cue instead of a called one, and slow instead of stop.
- Coach at the far end. Hand up → slow dribble (shorter steps, higher bounce, still moving forward). Hand down → explode. Players have to keep their eyes up to see the signal.
- Progress when: the speed change is obvious from the sideline, and everyone reacts to the hand within a step.
- Regress if: players watch the ball and miss the signal. Coach adds a shout with the hand for one length.
- Cues (questions): "How did you know when to slow down?" "What did the ball do when you slowed?"
Block 3Shadow race10 min
- Adds: a person to beat, who reacts to you.
- Pairs side by side, a metre apart, the defender's hands behind their back. Walk-and-dribble together; the defender mirrors. The dribbler chooses when to go. First through the cone gate at half-way scores. Swap roles each rep.
- Progress when: dribblers win more than half by going early, not by running faster.
- Regress if: dribblers sprint from the start. Rule: three slow dribbles before you're allowed to go.
- Cues (questions): "What was your partner doing just before you went?" "Did you go when they were slow or when they were fast?"
Water2 min
Block 41v1 from half-way12 min
- Adds: a soft-live defender who is trying to stay in front.
- 1v1 from half-way, two games side by side (each pair uses half the width). Two rounds: first starting on the right, then on the left, so both hands get the go. The defender stays in front without reaching. The dribbler has to use at least one slow-then-go before the arc.
- Progress when: the go creates a hip-to-hip position, not a collision.
- Regress if: the defender wins every rep. Defender starts a step further back.
- Cues (questions): "When did the defender stand up?" "Did you stay on your line after you went?"
FinisherStop and go counts double9 min
- Groups of five at each hoop: 3v3 live on the half court, with two players resting and keeping score. The ball handler starts at half-way, so there is room to change pace.
- Scoring:
- 2 pts: a make after the ball handler made a full stop with the dribble alive, then went again (the resting players call it).
- 1 pt: any other make.
- Defence, 1 pt: a stop.
- First team to 7, then rotate the resting pair in.
- Progress when: the ball handler slows down on purpose and goes while the defender is still standing up.
- Regress if: nobody is stopping. The first possession for each team must include a stop before the ball crosses the three-point line.
Huddle3 min
- One question to the group: "When did your defender stand up, and what did you do next?"
Coach notes
- Decision errors vs execution errors:
- Going while the defender is still moving fast is a decision error. Ask Block 3's question about when they went.
- Losing the ball on the stop is execution. Back to Block 1, stop-and-hold.
- Common failure: the "slow" is too small to see. If the coach can't see it from the sideline, the defender can't either. Make the slow obvious.
- Common failure: eyes on the ball. Block 2's hand signal is the test; anyone who misses it is watching the ball.
- U10 rule: in the 1v1 and the finisher, defenders who reach get one warning, then the dribbler scores. The point is a defender who stays in front, not one who swipes.
Sources
| Source | Used for |
|---|---|
| Nathan Cooper-Brown — 2019 Jamboree Parents Clinic | Warm-up, Block 1, Block 4 |
| Damian Cotter — Coaching Clinic at Basketball ACT | Block 2 |
| Mike Kelly — Coaching Clinic | Block 3 |
| Danny Cooper — Skills Workout | Block 4 |
| junior.basketball (original) | Block 3 race format, finisher |
Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.